Qajakicans

Qajakicans are large, humanoid fusions of different animals, rumored to have been created by the same mage who created owlbears. They have large lobster claws for hands, intimidating bat wings on their backs and the heads of horned wolves. While Qajakicans cannot speak any human language, they do not have the vocal cords for it, they are actually quite intelligent.

Qajakicans instinctively seek out precious items, they live to horde as much treasure as possible. However, unlike dragons, they are willing to spend it in the pursuit of greater wealth. There are many stories of Qajakicans who have been bribed, either to protect someone, hunt someone down or to spare a human’s life. While they are fond of deals, they usually have no qualms about turning on their employer if a better deal comes around.

There are legends of a “queen” Qajakican, enormous and monstrous, with tremendous wealth. Many adventurers have sought her, but none have been successful. They either failed, or were never heard from again.

Large Monstrous Humanoid
Hit Dice: 5d8+20 (46)
Initiative: +3
Speed: 30 ft, fly 60 ft (poor)
Armor Class: 20 (+3 dex, +8 natural, -1 size)
Base Attack/Grapple: +5/+16
Attack: 2 Claws +8 (19-20×2) or Bite +8
Damage: 2 Claws (1d6+3) or Bite (1d8+3)
Space/Reach: 10 ft/10 ft
Special Attacks: Ram, Slasher
Special Qualities: Darkvision 60 ft, Fast Healing 1, Damage Reduction 10/magic
Saves: Fort +7, Ref +8, Will +7
Abilities: Str 17, Dex 16, Con 18, Int 14, Wis 14, Cha 13
Skills: Sense Motive +9, Intimidate +9, Hide +11, Listen +10
Feats: Improved Grapple, Dodge
Environment: Any
Organization: Solitary, Pair or Flock (5-14)
Challenge Rating: 5
Treasure: Double Standard
Alignment: Usually Chaotic Evil
Advancement: By Character Class
Level Adjustment: -

Ram: If a Qajakican charges, it gains an additional +2 to attack and deals 2d6+6 piercing damage as it rams its horns into its opponent.

Slasher: On a successful grapple check, a Qajakican can attack with one of its claws, automatically hit and deal an automatic critical hit. Doing so ends the grapple.

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